Tsadok Goldtooth

Kurn's page

2 posts. Alias of Boss_Smiley.


Full Name

Kurn 'Stonefist' Orrag

Race

Half-Orc

Classes/Levels

Monk 3 (Drunken Master)

Gender

Male

Age

19

Alignment

CN

Strength 18
Dexterity 14
Constitution 13
Intelligence 11
Wisdom 16
Charisma 7

About Kurn

Description:
Kurn has been brawling in bars since he was 10 years old and when he lost his job three months ago that was all he had left to do. He drank and he fought. One night as he stumbled home to the hole-in-the-wall he could no longer afford he heard a shriek in an alley he was passing by. Looking down the alley he saw what seemed to be three men feasting on a set of beautiful triplets. With a shake of his head he saw that there was only one assailant and one victim, perhaps he had drunk too much, but in either case these were odds he could handle. Charging down the alley and tore the man off his prey. By the time the fighting was over Kurn collapsed against the wall, covered in cuts, with a large gash along his shoulder where his neck had nearly been ripped out. The vampire he had fought lay crumpled beside him and he laughed exuberantly; he was more alive than he had ever felt.

Never realizing how present the 'corpses' were he began to see them everywhere, and to seek them out. He exalted in his ability to beat back death itself. It didn't take long before he started to become infamous, considered a vigilante by some, a worthless drunk by others; the guards (police?) in particular were divisive, some desperately hoping to catch him in the act and make him pay for his 'crimes', others congratulating him. Things have only escalated since he was discovered in a crypt beating a ghoulcaller senseless, shards of bone and the black ichor of the slain undead that lay around him covering his fists; the guards that discovered him were friendly and he was allowed to leave but it the necromancer he killed turned out to be the son of a powerful family in the city and Kurn has had to adopt greater secrecy in his endeavours.

Roleplaying Tendencies:

Kurn is impatient and can be aggressive. This is less because of sheer recklessness and more out of defensive impulse to strike back at those insulting him before he gets a chance (he had a bit of a rough childhood and can't read people well so he tends to see aggression in others). He tends to be very direct, some might say boorish, but he means well; any ill intentions will manifest physically rather than conversationally.

Though he puts up a stern front, once he learns to trust a person Kurn is a devout friend. Trust and safety are not things Kurn has had in abundance and he treasures them when he can find them.

Recently, Kurn has begun to relish opportunities to risk his life, particularly in combat with the dead. It gives him a high to know that he is figuratively, and often literally, beating back death itself. Because of this he might take unnecessary risks; he isn't foolish but he certainly is not cautious. This might mean attacking the single guard on his own without waiting for back up or volunteering to be lowered into the strange, smoking pit that recently opened in the ground.

Statblock:
Kurn
Male Monk 3 (Drunken Master)
CN Medium Half-Orc
Init +4; Senses Darkvision 60ft, Perception +8

--Defense--
AC
17, Touch 17, Flat-footed 15
CMD 19
Fort 5, Ref 5, [Will] [/b] 6
Armor None (Barbed Vest)

--Offense--
Spd
40ft
Melee Unarmed Strike +6 (1d6+4, 20/x2)
Melee Flurry of Blows +5/+5 (1d6+4, 20/x2)
Melee Cold Iron/Silver Kama (same as Unarmed strike but slashing damage, -1 damage if using silvered Kama
Ranged Throwing Knives Flurry (Shuriken) +5/+5 (1d2+4, x2)
CMB +7, When Grappling +9
SA Stunning Fist (3/day; DC 14 Fort), Flurry of Blows (PCR 57)

--Statistics--
Str
18, Dex 14, Con 13, Int 11, Wis 16, Cha 7
BAB +2 (+3 for purposes of Flurry, CMB, and CMD)
Feats Improved Unarmed Strike (Class), Stunning Fist (class), Improved Grapple (class), Dodge (Class), Power Attack, Step Up
Skills Acrobatics +7, Climb +8, Escape Artist +6, Intimidate +6, Knowledge (Religion) +4, Perception +8, Stealth +8
SQ Ferocity (PCR 25), AC Bonus (PCR 57), Unarmed Strike (PCR 58), Evasion (PCR 59), Fast Movement (PCR 59), Maneuver Training (PCR 59), Drunken Ki (APG 110)
Traits Resilient, Reactionary
Languages Common, Orc

Equipment (audit):

Ring of protection - 2000gp
Wand of mage armor - 750gp
Cold Iron Sickle - 12gp
Silver Sickle - 26gp
Shuriken (20) - 4gp
Barbed Vest - 10gp
Smoked Goggles - 10gp
Masterwork Backpack - 50gp
Bloodblock - 25gp
Ioun Torch - 75gp
Ale (10) - 1gp

2963gp spent
37gp left

Party Role:

Despite his low ability to Disable Devices Kurn is reasonably adept at Stealth and Perception which, when combined with his high mobility, make him a strong option for scouting.

In combat he is a little soft but he is able to deal respectible amounts of damage (average 19 damage from average rolls with a 1 point power attack flurry) and excels at locking enemies down (stunning fist and decent grappling ability); this is particularly true of enemy spellcasters and ranged attackers as his mobility lets him get right up to them and Step Up ensures that they can't 5' step away.

In social situations Kurn lacks finesse, leaning on intimidate. He is curt and prefers action to talk. High society might frown on him but his ability to drink others under the table and table talk make him a favourite in city dives.